Sid Meier's Civilization® V PC Update Released

Product Update - Valve

19 Δεκ, 2011

[MULTIPLAYER]- Significant improvements to general multiplayer stability.- Significant improvements to Hot-Join stability.- Multiplayer now using the same AI move caching as single player, improving turn-times significantly.- Lobby improvements: We now display game details in the lobby list (players in each game, map size, map type, DLC required, etc.).- Host can now kick players from the staging room when loading a save (if a player cannot return to a game, the game can now be continued by the rest of the players).- Found and corrected additional causes of Out-of-Sync.- Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to auto-heal it.- Exploit: Corrected an exploit that allowed players on the same team to trade cities back and forth to generate endless City Strikes.- Exploit: Corrected an exploit that allowed a player to “lag” the UI to gain multiple free techs.

[BUGS]- When scrapping a unit, make sure any “cargo” units are scrapped as well.- When a unit is destroyed that is carrying another unit, make sure to kill both (missiles sometimes lingered).- Corrected a bug that was causing eliminated Civ’s to not generate notifications correctly.- Changed notification language for when a Research or Trade deal is cancelled due to the AI running out of funds to pay for it (per-turn deal), or are eliminated. It was currently displaying a “because of war” notification which is incorrect.- Corrected an issue that could cause unhappiness from city count and number of specialists to become incorrect over the course of a long game.- Changed Frigate obsolete tech to Combustion.- Fixed Korean science building exploit.- Fixed a problem with City Strike that gave the user the impression that they could not end their turn, when in reality, city strike was still active.- Crash: Fixed a crash that could occur in hot-seat when exiting to the main menu.- Crash: Fixed a crash that could occur when a unit was eliminated by standing too close to a Citadel.